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- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: AutoHealBehavior.cpp ///////////////////////////////////////////////////////////////////////
- // Author:
- // Desc:
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/Thing.h"
- #include "Common/ThingTemplate.h"
- #include "Common/INI.h"
- #include "Common/Player.h"
- #include "Common/Xfer.h"
- #include "GameClient/ParticleSys.h"
- #include "GameClient/Anim2D.h"
- #include "GameClient/InGameUI.h"
- #include "GameLogic/Module/AutoHealBehavior.h"
- #include "GameLogic/Module/BodyModule.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/PartitionManager.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- struct AutoHealPlayerScanHelper
- {
- KindOfMaskType m_kindOfToTest;
- KindOfMaskType m_forbiddenKindOf;
- Object *m_theHealer;
- ObjectPointerList *m_objectList;
- Bool m_skipSelfForHealing;
- };
- static void checkForAutoHeal( Object *testObj, void *userData )
- {
- AutoHealPlayerScanHelper *helper = (AutoHealPlayerScanHelper*)userData;
- ObjectPointerList *listToAddTo = helper->m_objectList;
- if( testObj->isEffectivelyDead() )
- return;
- if( testObj->getControllingPlayer() != helper->m_theHealer->getControllingPlayer() )
- return;
- if( testObj->isOffMap() )
- return;
- if( helper->m_skipSelfForHealing && testObj == helper->m_theHealer )
- return;
- if( !testObj->isAnyKindOf(helper->m_kindOfToTest) )
- return;
- if( testObj->isAnyKindOf( helper->m_forbiddenKindOf ) )
- return;
- if( testObj->getBodyModule()->getHealth() >= testObj->getBodyModule()->getMaxHealth() )
- return;
- listToAddTo->push_back(testObj);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- AutoHealBehavior::AutoHealBehavior( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData )
- {
- const AutoHealBehaviorModuleData *d = getAutoHealBehaviorModuleData();
- m_radiusParticleSystemID = INVALID_PARTICLE_SYSTEM_ID;
- m_soonestHealFrame = 0;
- m_stopped = false;
- Object *obj = getObject();
- {
- if( d->m_radiusParticleSystemTmpl )
- {
- ParticleSystem *particleSystem;
- particleSystem = TheParticleSystemManager->createParticleSystem( d->m_radiusParticleSystemTmpl );
- if( particleSystem )
- {
- particleSystem->setPosition( obj->getPosition() );
- m_radiusParticleSystemID = particleSystem->getSystemID();
- }
- }
- }
- if (d->m_initiallyActive)
- {
- giveSelfUpgrade();
- // start these guys with random phasings so that we don't
- // have all of 'em check on the same frame.
- UnsignedInt delay = getAutoHealBehaviorModuleData()->m_healingDelay;
- setWakeFrame(getObject(), UPDATE_SLEEP(GameLogicRandomValue(1, delay)));
- }
- else
- {
- setWakeFrame(getObject(), UPDATE_SLEEP_FOREVER);
- }
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- AutoHealBehavior::~AutoHealBehavior( void )
- {
- if( m_radiusParticleSystemID != INVALID_PARTICLE_SYSTEM_ID )
- TheParticleSystemManager->destroyParticleSystemByID( m_radiusParticleSystemID );
- }
- //-------------------------------------------------------------------------------------------------
- void AutoHealBehavior::stopHealing()
- {
- m_stopped = true;
- m_soonestHealFrame = FOREVER;
- setWakeFrame(getObject(), UPDATE_SLEEP_FOREVER);
- }
- //-------------------------------------------------------------------------------------------------
- void AutoHealBehavior::undoUpgrade()
- {
- m_soonestHealFrame = 0;
- setUpgradeExecuted( FALSE );
- }
- //-------------------------------------------------------------------------------------------------
- /** Damage has been dealt, this is an opportunity to reach to that damage */
- //-------------------------------------------------------------------------------------------------
- void AutoHealBehavior::onDamage( DamageInfo *damageInfo )
- {
- if (m_stopped)
- return;
- const AutoHealBehaviorModuleData *d = getAutoHealBehaviorModuleData();
- if (isUpgradeActive() && d->m_radius == 0.0f)
- {
- // if this is nonzero, getting damaged resets our healing process. so go to
- // sleep for this long.
- if (d->m_startHealingDelay > 0)
- {
- setWakeFrame(getObject(), UPDATE_SLEEP(d->m_startHealingDelay));
- }
- else if( TheGameLogic->getFrame() > m_soonestHealFrame )
- {
- // We can only force an immediate wake if we are ready to heal. Otherwise we will
- // heal on a timer AND at every damage input.
- setWakeFrame(getObject(), UPDATE_SLEEP_NONE);
- }
- }
- }
- //-------------------------------------------------------------------------------------------------
- /** The update callback. */
- //-------------------------------------------------------------------------------------------------
- UpdateSleepTime AutoHealBehavior::update( void )
- {
- if (m_stopped)
- return UPDATE_SLEEP_FOREVER;
- Object *obj = getObject();
- const AutoHealBehaviorModuleData *d = getAutoHealBehaviorModuleData();
- // do not heal if our status bit is not on.
- // do not heal if our status is effectively dead. There ain't no coming back, man!
- if (!isUpgradeActive() || obj->isEffectivelyDead())
- {
- DEBUG_ASSERTCRASH(isUpgradeActive(), ("hmm, this should not be possible"));
- return UPDATE_SLEEP_FOREVER;
- }
- //DEBUG_LOG(("doing auto heal %d\n",TheGameLogic->getFrame()));
- if( d->m_affectsWholePlayer )
- {
- // Even newer system, I can ignore radius and iterate objects on the owning player. Faster than scanning range 10,000,000
- ObjectPointerList objectsToHeal;
- Player *owningPlayer = getObject()->getControllingPlayer();
- if( owningPlayer )
- {
- AutoHealPlayerScanHelper helper;
- helper.m_kindOfToTest = d->m_kindOf;
- helper.m_forbiddenKindOf = d->m_forbiddenKindOf;
- helper.m_objectList = &objectsToHeal;
- helper.m_theHealer = getObject();
- helper.m_skipSelfForHealing = d->m_skipSelfForHealing;
- // Smack all objects with this function, and we will end up with a list of Objects deserving of pulseHealObject
- owningPlayer->iterateObjects( checkForAutoHeal, &helper );
- for( ObjectPointerListIterator iter = objectsToHeal.begin(); iter != objectsToHeal.end(); ++iter )
- {
- pulseHealObject(*iter);
- }
- objectsToHeal.clear();
- }
- return UPDATE_SLEEP(d->m_healingDelay);
- }
- else if( d->m_radius == 0.0f )
- {
- //ORIGINAL SYSTEM -- JUST HEAL SELF!
- // do not heal if we are at max health already
- BodyModuleInterface *body = obj->getBodyModule();
- if( body->getHealth() < body->getMaxHealth() )
- {
- pulseHealObject( obj );
- return UPDATE_SLEEP(d->m_healingDelay);
- }
- else
- {
- // go to sleep forever -- we'll wake back up when we are damaged again
- return UPDATE_SLEEP_FOREVER;
- }
- }
- else
- {
- //EXPANDED SYSTEM -- HEAL FRIENDLIES IN RADIUS
- // setup scan filters
- PartitionFilterRelationship relationship( obj, PartitionFilterRelationship::ALLOW_ALLIES );
- PartitionFilterSameMapStatus filterMapStatus(obj);
- PartitionFilterAlive filterAlive;
- PartitionFilter *filters[] = { &relationship, &filterAlive, &filterMapStatus, NULL };
- // scan objects in our region
- ObjectIterator *iter = ThePartitionManager->iterateObjectsInRange( obj->getPosition(), d->m_radius, FROM_CENTER_2D, filters );
- MemoryPoolObjectHolder hold( iter );
- for( obj = iter->first(); obj; obj = iter->next() )
- {
- // do not heal if we are at max health already
- BodyModuleInterface *body = obj->getBodyModule();
- if( body->getHealth() < body->getMaxHealth() )
- {
- if( obj->isAnyKindOf( d->m_kindOf ) && !obj->isAnyKindOf( d->m_forbiddenKindOf ) )
- {
- if( !d->m_skipSelfForHealing || obj != getObject() )
- {
- pulseHealObject( obj );
- if( d->m_singleBurst && TheGameLogic->getDrawIconUI() )
- {
- if( TheAnim2DCollection && TheGlobalData->m_getHealedAnimationName.isEmpty() == FALSE )
- {
- Anim2DTemplate *animTemplate = TheAnim2DCollection->findTemplate( TheGlobalData->m_getHealedAnimationName );
- if ( animTemplate )
- {
- Coord3D iconPosition;
- iconPosition.set(obj->getPosition()->x,
- obj->getPosition()->y,
- obj->getPosition()->z + obj->getGeometryInfo().getMaxHeightAbovePosition() );
- TheInGameUI->addWorldAnimation( animTemplate, &iconPosition, WORLD_ANIM_FADE_ON_EXPIRE,
- TheGlobalData->m_getHealedAnimationDisplayTimeInSeconds,
- TheGlobalData->m_getHealedAnimationZRisePerSecond);
- }
- }
- }
- }
- }
- }
- } // end for obj
- return UPDATE_SLEEP( d->m_singleBurst ? UPDATE_SLEEP_FOREVER : d->m_healingDelay );
- }
- }
-
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void AutoHealBehavior::pulseHealObject( Object *obj )
- {
- if (m_stopped)
- return;
- const AutoHealBehaviorModuleData *data = getAutoHealBehaviorModuleData();
-
- if ( data->m_radius == 0.0f )
- obj->attemptHealing(data->m_healingAmount, getObject());
- else
- obj->attemptHealingFromSoleBenefactor( data->m_healingAmount, getObject(), data->m_healingDelay );
- if( data->m_unitHealPulseParticleSystemTmpl )
- {
- ParticleSystem *system = TheParticleSystemManager->createParticleSystem( data->m_unitHealPulseParticleSystemTmpl );
- if( system )
- {
- system->setPosition( obj->getPosition() );
- }
- }
-
- m_soonestHealFrame = TheGameLogic->getFrame() + data->m_healingDelay;// In case onDamage tries to wake us up early
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void AutoHealBehavior::crc( Xfer *xfer )
- {
- // extend base class
- UpdateModule::crc( xfer );
- // extend base class
- UpgradeMux::upgradeMuxCRC( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void AutoHealBehavior::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- UpdateModule::xfer( xfer );
- // extend base class
- UpgradeMux::upgradeMuxXfer( xfer );
- // particle system id
- xfer->xferUser( &m_radiusParticleSystemID, sizeof( ParticleSystemID ) );
- // Timer safety
- xfer->xferUnsignedInt( &m_soonestHealFrame );
- // stopped
- xfer->xferBool( &m_stopped );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void AutoHealBehavior::loadPostProcess( void )
- {
- // extend base class
- UpdateModule::loadPostProcess();
- // extend base class
- UpgradeMux::upgradeMuxLoadPostProcess();
- } // end loadPostProcess
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